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[taylor/freespace2.git] / src / network / multi.cpp
1 /*
2  * $Logfile: /Freespace2/code/Network/Multi.cpp $
3  * $Revision$
4  * $Date$
5  * $Author$
6  *
7  * C file that contains high-level multiplayer functions
8  *
9  * $Log$
10  * Revision 1.1  2002/05/03 03:28:10  root
11  * Initial revision
12  *
13  * 
14  * 47    9/15/99 1:45a Dave
15  * Don't init joystick on standalone. Fixed campaign mode on standalone.
16  * Fixed no-score-report problem in TvT
17  * 
18  * 46    8/24/99 1:49a Dave
19  * Fixed client-side afterburner stuttering. Added checkbox for no version
20  * checking on PXO join. Made button info passing more friendly between
21  * client and server.
22  * 
23  * 45    8/22/99 5:53p Dave
24  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
25  * instead of ship designations for multiplayer players.
26  * 
27  * 44    8/22/99 1:19p Dave
28  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
29  * which d3d cards are detected.
30  * 
31  * 43    8/19/99 10:59a Dave
32  * Packet loss detection.
33  * 
34  * 42    8/16/99 4:05p Dave
35  * Big honking checkin.
36  * 
37  * 41    8/06/99 12:34a Dave
38  * Be more careful about resetting timestamps.
39  * 
40  * 40    8/04/99 2:24a Dave
41  * Fixed escort gauge ordering for dogfight.
42  * 
43  * 39    7/26/99 5:50p Dave
44  * Revised ingame join. Better? We'll see....
45  * 
46  * 38    7/08/99 10:53a Dave
47  * New multiplayer interpolation scheme. Not 100% done yet, but still
48  * better than the old way.
49  * 
50  * 37    7/06/99 4:24p Dave
51  * Mid-level checkin. Starting on some potentially cool multiplayer
52  * smoothness crap.
53  * 
54  * 36    7/03/99 5:50p Dave
55  * Make rotated bitmaps draw properly in padlock views.
56  * 
57  * 35    6/21/99 7:24p Dave
58  * netplayer pain packet. Added type E unmoving beams.
59  * 
60  * 34    6/07/99 9:51p Dave
61  * Consolidated all multiplayer ports into one.
62  * 
63  * 33    6/04/99 9:52a Dave
64  * Fixed some rendering problems.
65  * 
66  * 32    5/22/99 6:05p Dave
67  * Fixed a few localization # problems.
68  * 
69  * 31    5/22/99 5:35p Dave
70  * Debrief and chatbox screens. Fixed small hi-res HUD bug.
71  * 
72  * 30    5/14/99 1:59p Andsager
73  * Multiplayer message for subsystem cargo revealed.
74  * 
75  * 29    4/29/99 2:29p Dave
76  * Made flak work much better in multiplayer.
77  * 
78  * 28    4/28/99 11:13p Dave
79  * Temporary checkin of artillery code.
80  * 
81  * 27    4/25/99 7:43p Dave
82  * Misc small bug fixes. Made sun draw properly.
83  * 
84  * 26    4/25/99 3:02p Dave
85  * Build defines for the E3 build.
86  * 
87  * 25    4/12/99 10:07p Dave
88  * Made network startup more forgiving. Added checkmarks to dogfight
89  * screen for players who hit commit.
90  * 
91  * 24    4/09/99 2:21p Dave
92  * Multiplayer beta stuff. CD checking.
93  * 
94  * 23    3/19/99 9:51a Dave
95  * Checkin to repair massive source safe crash. Also added support for
96  * pof-style nebulae, and some new weapons code.
97  * 
98  * 23    3/11/99 5:53p Dave
99  * More network optimization. Spliced in Dell OEM planet bitmap crap.
100  * 
101  * 22    3/10/99 6:50p Dave
102  * Changed the way we buffer packets for all clients. Optimized turret
103  * fired packets. Did some weapon firing optimizations.
104  * 
105  * 21    3/09/99 6:24p Dave
106  * More work on object update revamping. Identified several sources of
107  * unnecessary bandwidth.
108  * 
109  * 20    3/08/99 7:03p Dave
110  * First run of new object update system. Looks very promising.
111  * 
112  * 19    3/02/99 4:40p Jasons
113  * Be more careful when calling server-lost-contact popup (make sure other
114  * popups aren't active)
115  * 
116  * 18    3/01/99 7:39p Dave
117  * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
118  * don't mix respawn points.
119  * 
120  * 17    2/23/99 2:29p Dave
121  * First run of oldschool dogfight mode. 
122  * 
123  * 16    2/19/99 2:55p Dave
124  * Temporary checking to report the winner of a squad war match.
125  * 
126  * 15    2/17/99 2:10p Dave
127  * First full run of squad war. All freespace and tracker side stuff
128  * works.
129  * 
130  * 14    2/12/99 6:16p Dave
131  * Pre-mission Squad War code is 95% done.
132  * 
133  * 13    2/11/99 3:08p Dave
134  * PXO refresh button. Very preliminary squad war support.
135  * 
136  * 12    1/14/99 12:48a Dave
137  * Todo list bug fixes. Made a pass at putting briefing icons back into
138  * FRED. Sort of works :(
139  * 
140  * 11    1/12/99 5:45p Dave
141  * Moved weapon pipeline in multiplayer to almost exclusively client side.
142  * Very good results. Bandwidth goes down, playability goes up for crappy
143  * connections. Fixed object update problem for ship subsystems.
144  * 
145  * 10    12/14/98 12:13p Dave
146  * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
147  * Need to test now.
148  * 
149  * 9     12/03/98 5:22p Dave
150  * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
151  * checksumming.
152  * 
153  * 8     11/19/98 4:19p Dave
154  * Put IPX sockets back in psnet. Consolidated all multiplayer config
155  * files into one.
156  * 
157  * 7     11/19/98 8:03a Dave
158  * Full support for D3-style reliable sockets. Revamped packet lag/loss
159  * system, made it receiver side and at the lowest possible level.
160  * 
161  * 6     11/17/98 11:12a Dave
162  * Removed player identification by address. Now assign explicit id #'s.
163  * 
164  * 5     11/12/98 12:13a Dave
165  * Tidied code up for multiplayer test. Put in network support for flak
166  * guns.
167  *  
168  *
169  * $NoKeywords: $
170  */
171
172 #include <winsock.h>
173
174 #include "pstypes.h"
175 #include "multi.h"
176 #include "multiutil.h"
177 #include "multimsgs.h"
178 #include "psnet.h"
179 #include "linklist.h"
180 #include "object.h"
181 #include "ship.h"
182 #include "hud.h"
183 #include "timer.h"
184 #include "player.h"
185 #include "missionload.h"
186 #include "missionparse.h"
187 #include "missionshipchoice.h"
188 #include "gamesequence.h"
189 #include "freespace.h"
190 #include "osapi.h"
191 #include "math.h"
192 #include "mouse.h"
193 #include "stats.h"
194 #include "stand_gui.h"
195 #include "multi_xfer.h"
196 #include "multiui.h"
197 #include "key.h"
198 #include "multilag.h"
199 #include "multiutil.h"
200 #include "multi_ingame.h"
201 #include "bmpman.h"
202 #include "popup.h"
203 #include "cmdline.h"
204 #include "chatbox.h"
205 #include "multiteamselect.h"
206 #include "multi_data.h"
207 #include "multi_kick.h"
208 #include "multi_campaign.h"
209 #include "multi_voice.h"
210 #include "multi_team.h"
211 #include "multi_respawn.h"
212 #include "multi_pmsg.h"
213 #include "multi_endgame.h"
214 #include "missiondebrief.h"
215 #include "multi_pause.h"
216 #include "multi_obj.h"
217 #include "missiongoals.h"
218 #include "multi_log.h"
219 #include "multi_rate.h"
220 #include "hudescort.h"
221 #include "alphacolors.h"
222
223 // ----------------------------------------------------------------------------------------
224 // Basic module scope defines
225 //
226 //
227
228 // timestamp defines
229 // #define NETGAME_SEND_TIME                                                            1000                                    // time between sending netgame update packets
230 // #define STATE_SEND_TIME                                                                      1000                                    // time between sending netplayer state packets
231 // #define GAMEINFO_SEND_TIME                                                           3000                                    // time between sending game information packets
232 // #define PING_SEND_TIME                                                                       2000                                    // time between player pings
233 // #define INGAME_UPDATE_TIME                                                           1000                                    // time limit between ingame join operations
234 #define NETGAME_SEND_TIME                                                               2                                               // time between sending netgame update packets
235 #define STATE_SEND_TIME                                                                 2                                               // time between sending netplayer state packets
236 #define GAMEINFO_SEND_TIME                                                              3                                               // time between sending game information packets
237 #define PING_SEND_TIME                                                                  2                                               // time between player pings
238 #define BYTES_SENT_TIME                                                                 5                                               // every five seconds
239
240 // netplayer stuff
241 #define CULL_ZOMBIE_TIME                                                                1000                                    //      zombies are checked for at this interval (in milliseconds)
242
243 // object update stuff
244 #define SEND_POS_INTERVAL                                                               30                                              // min time in milliseconds between sending position updates
245
246 // local network buffer stuff
247 #define MAX_NET_BUFFER                                                                  (1024 * 16)                     // define and variable declaration for our local tcp buffer
248 #define NUM_REENTRANT_LEVELS                                                    3
249
250 // time (in fixed seconds) to put up dialog about no contect from server
251 #define MULTI_SERVER_MAX_TIMEOUT                                                (F1_0 * 4)                                      // after this number of milliseoncds, stop client simulation
252 #define MULTI_SERVER_MAX_TIMEOUT_LARGE                          (F1_0 * 40)                                     // done anytime not in mission
253 #define MULTI_SERVER_WAIT_TIME                                          (F1_0 * 60)                                     // wait 60 seconds to reconnect with the server
254 #define MULTI_SERVER_GONE                                                               1
255 #define MULTI_SERVER_ALIVE                                                              2
256
257 #define DISCONNECT_TIMEOUT                                                              (F1_0 * 10)                                     // 10 seconds to timeout someone who cannot connnect
258
259 // define for when to show "slow network" icon
260 #define MULTI_SERVER_SLOW_PING_TIME                                     700                                     // when average ping time to server reaches this -- display hud icon
261
262 // update times for clients ships based on object update level
263 #define MULTI_CLIENT_UPDATE_TIME                                                333
264
265 int Multi_display_netinfo = 1;
266
267 // ----------------------------------------------------------------------------------------
268 // Multiplayer vars
269 //
270 //
271
272 // net player vars              
273 net_player Net_players[MAX_PLAYERS];                                                    // array of all netplayers in the game
274 net_player *Net_player;                                                                                         // pointer to console's net_player entry
275
276 // network object management
277 ushort Next_ship_signature;                                                                             // next permanent network signature to assign to an object
278 ushort Next_asteroid_signature;                                                                 // next signature for an asteroid
279 ushort Next_non_perm_signature;                                                                 // next non-permanent network signature to assign to an object
280 ushort Next_debris_signature;                                                                           // next debris signature
281
282 // netgame vars
283 netgame_info Netgame;                                                                                           // netgame information
284 int Multi_mission_loaded = 0;                                                                           // flag, so that we dont' load the mission more than once client side
285 int Ingame_join_net_signature = -1;                                                             // signature for the player obj for use when joining ingame
286 int Multi_button_info_ok = 0;                                                                           // flag saying it is ok to apply critical button info on a client machine
287 int Multi_button_info_id = 0;                                                                           // identifier of the stored button info to be applying
288
289 // low level networking vars
290 int ADDRESS_LENGTH;                                                                                                     // will be 6 for IPX, 4 for IP
291 int PORT_LENGTH;                                                                                                                // will be 2 for IPX, 2 for IP
292 int HEADER_LENGTH;                                                                                                      // 1 byte (packet type)
293
294 // misc data
295 active_game* Active_game_head;                                                                  // linked list of active games displayed on Join screen
296 int Active_game_count;                                                                                          // for interface screens as well
297 CFILE* Multi_chat_stream;                                                                                       // for streaming multiplayer chat strings to a file
298 int Multi_has_cd = 0;                                                                                           // if this machine has a cd or not (call multi_common_verify_cd() to set this)
299 int Multi_connection_speed;                                                                             // connection speed of this machine.
300 int Multi_num_players_at_start = 0;                                                             // the # of players present (kept track of only on the server) at the very start of the mission
301 short Multi_id_num = 0;                                                                                         // for assigning player id #'s
302
303 // permanent server list
304 server_item* Game_server_head;                                                          // list of permanent game servers to be querying
305
306 // timestamp data
307 int Netgame_send_time = -1;                                                     // timestamp used to send netgame info to players before misison starts
308 int State_send_time = -1;                                                               // timestamp used to send state information to the host before a mission starts
309 int Gameinfo_send_time = -1;                                                    // timestamp used by master to send game information to clients
310 int Next_ping_time = -1;                                                                // when we should next ping all
311 int Multi_server_check_count = 0;                                       // var to keep track of reentrancy when checking server status
312 int Next_bytes_time = -1;                                                               // bytes sent
313
314 // how often each player gets updated
315 int Multi_client_update_times[MAX_PLAYERS];     // client update packet timestamp
316
317 // local network buffer data
318 LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
319 LOCAL ubyte Multi_read_count;
320
321 int Multi_restr_query_timestamp = -1;
322 join_request Multi_restr_join_request;
323 net_addr Multi_restr_addr;                              
324 int Multi_join_restr_mode = -1;
325
326 LOCAL fix Multi_server_wait_start;                              // variable to hold start time when waiting to reestablish with server
327
328 // non API master tracker vars
329 char Multi_tracker_login[100] = "";
330 char Multi_tracker_passwd[100] = "";
331 char Multi_tracker_squad_name[100] = "";
332 int Multi_tracker_id = -1;
333 char Multi_tracker_id_string[255];
334
335 // current file checksum
336 ushort Multi_current_file_checksum = 0;
337 int Multi_current_file_length = -1;
338
339
340 // -------------------------------------------------------------------------------------------------
341 //      multi_init() is called only once, at game start-up.  Get player address + port, initialize the
342 // network players list.
343 //
344 //
345
346 void multi_init()
347 {
348         int idx;
349
350         // read in config file
351         multi_options_read_config();
352
353         Assert( Net_player == NULL );
354         Multi_id_num = 0;
355
356         // clear out all netplayers
357         memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
358         for(idx=0; idx<MAX_PLAYERS; idx++){
359                 Net_players[idx].reliable_socket = INVALID_SOCKET;
360         }
361
362         // initialize the local netplayer
363         Net_player = &Net_players[0];   
364         Net_player->tracker_player_id = Multi_tracker_id;
365         Net_player->player = Player;
366         Net_player->flags = 0;  
367         Net_player->s_info.xfer_handle = -1;
368         Net_player->player_id = multi_get_new_id();
369         Net_player->client_cinfo_seq = 0;
370         Net_player->client_server_seq = 0;              
371
372         // get our connection speed
373         Multi_connection_speed = multi_get_connection_speed();                  
374         
375         // initialize other stuff
376         multi_log_init();
377
378         // load up common multiplayer icons
379         multi_load_common_icons();      
380 }
381
382 // this is an important function which re-initializes any variables required in multiplayer games. 
383 // Always make sure globals you add are re-initialized here !!!!
384 void multi_vars_init()
385 {
386         // initialize this variable right away.  Used in game_level_init for init'ing the player
387         Next_ship_signature = SHIP_SIG_MIN;             
388         Next_asteroid_signature = ASTEROID_SIG_MIN;
389         Next_non_perm_signature = NPERM_SIG_MIN;   
390         Next_debris_signature = DEBRIS_SIG_MIN;
391         
392         // server-client critical stuff
393         Multi_button_info_ok = 0;
394         Multi_button_info_id = 0;
395
396         // Ingame join stuff
397         Ingame_join_net_signature = -1;
398
399         // Netgame stuff
400         Netgame.game_state = NETGAME_STATE_FORMING;     
401
402         // team select stuff
403         Multi_ts_inited = 0;    
404
405         // load send stuff
406         Multi_mission_loaded = 0;   // client side              
407
408         // restricted game stuff
409         Multi_restr_query_timestamp = -1;       
410
411         // respawn stuff        
412         Multi_server_check_count = 0;
413
414         // reentrant variable
415         Multi_read_count = 0;
416
417         // unset the "have cd" var
418         // NOTE: we unset this here because we are going to be calling multi_common_verify_cd() 
419         //       immediately after this (in multi_level_init() to re-check the status)
420         Multi_has_cd = 0;
421
422         // current file checksum
423         Multi_current_file_checksum = 0;
424         Multi_current_file_length = -1;
425
426         Active_game_head = NULL;
427         Game_server_head = NULL;
428
429         // only the server should ever care about this
430         Multi_id_num = 0;
431 }
432
433 // -------------------------------------------------------------------------------------------------
434 //      multi_level_init() is called whenever the player starts a multiplayer game
435 //
436 //
437
438 void multi_level_init() 
439 {
440         int idx;
441
442         // NETLOG
443         ml_string(NOX("multi_level_init()"));
444
445         // initialize the Net_players array
446         for(idx=0;idx<MAX_PLAYERS;idx++) {
447                 // close all sockets down just for good measure
448                 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
449
450                 memset(&Net_players[idx],0,sizeof(net_player));
451                 Net_players[idx].reliable_socket = INVALID_SOCKET;
452
453                 Net_players[idx].s_info.xfer_handle = -1;
454                 Net_players[idx].p_info.team = 0;
455         }
456
457         // initialize the Players array
458         for(idx=0;idx<MAX_PLAYERS;idx++){
459                 if(Player == &Players[idx]){
460                         continue;
461                 }
462                 memset(&Players[idx],0,sizeof(player));
463         }
464
465         multi_vars_init();      
466
467         // initialize the fake lag/loss system
468 #ifdef MULTI_USE_LAG
469         multi_lag_init();
470 #endif
471
472         // initialize the kick system
473         multi_kick_init();
474
475         // initialize all file xfer stuff
476         multi_xfer_init(multi_file_xfer_notify);
477
478         // close the chatbox (if one exists)
479         chatbox_close();        
480
481         // reset the data xfer system
482         multi_data_reset();
483
484         // initialize the voice system
485         multi_voice_init();
486
487         // intialize the pause system
488         multi_pause_reset();
489
490         // initialize endgame stuff
491         multi_endgame_init();
492
493         // initialize respawning
494         multi_respawn_init();
495
496         // initialize all netgame timestamps
497    multi_reset_timestamps();
498
499         // flush psnet sockets
500         psnet_flush();
501 }
502
503 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
504 // should accept.
505 void multi_check_listen()
506 {
507         int i;
508         net_addr addr;
509         PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
510
511         // call psnet routine which calls select to see if we need to check for a connect from a client
512         // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
513         // addr.  The
514         sock = psnet_rel_check_for_listen(&addr);
515         if ( sock != INVALID_SOCKET ) {
516                 // be sure that my address and the server address are set correctly.
517                 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
518                         Net_player->p_info.addr = Psnet_my_addr;
519                 }
520
521                 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
522                         Netgame.server_addr = Psnet_my_addr;
523                 }
524
525                 // the connection was accepted in check_for_listen.  Find the netplayer whose address we connected
526                 // with and assign the socket descriptor
527                 for (i = 0; i < MAX_PLAYERS; i++ ) {
528                         if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), 6)) ) {
529                                 // mark this flag so we know he's "fully" connected
530                                 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
531                                 Net_players[i].reliable_socket = sock;
532
533                                 // send player information to the joiner
534                                 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
535
536                                 // send a netgame update so the new client has all the necessary settings
537                                 send_netgame_update_packet();   
538
539                                 // if this is a team vs. team game, send an update
540                                 if(Netgame.type_flags & NG_TYPE_TEAM){
541                                         multi_team_send_update();
542                                 }
543
544                                 // NETLOG
545                                 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);                            
546                                 break;
547                         }
548                 }
549
550                 // if we didn't find a player, close the socket
551                 if ( i == MAX_PLAYERS ) {
552                         nprintf(("Network", "Got accept on my listen socket, but unknown player.  Closing socket.\n"));
553                         psnet_rel_close_socket(&sock);
554                 }
555         }
556 }
557
558 // returns true is server hasn't been heard from in N seconds. false otherwise
559 int multi_client_server_dead()
560 {
561         fix this_time, last_time, max;
562
563         // get the last time we have heard from the server.  If greater than some default, then maybe
564         // display some icon on the HUD indicating slow network connection.  if greater than some higher
565         // max, stop simulating on the client side until we hear from the server again.
566         this_time = timer_get_fixed_seconds();
567         last_time = Netgame.server->last_heard_time;
568         // check for wrap!  must return 0
569         if ( last_time > this_time )
570                 return 0;
571
572         this_time -= last_time;
573
574         // if in mission, use the smaller timeout value.  Outside of mission, use a large one.
575         if ( MULTI_IN_MISSION ){
576                 max = MULTI_SERVER_MAX_TIMEOUT;
577         } else {
578                 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
579         }
580
581         if ( this_time > max){
582                 return 1;
583         } else {
584                 return 0;
585         }
586 }
587
588 void multi_process_incoming();          // prototype for function later in this module
589
590 // function to process network data in hopes of getting info back from server
591 int multi_client_wait_on_server()
592 {
593         int is_dead;
594
595         is_dead = multi_client_server_dead();
596
597         // if the server is back alive, tell our popup
598         if ( !is_dead ){
599                 return MULTI_SERVER_ALIVE;
600         }
601
602         // on release version -- keep popup active for 60 seconds, then bail
603 #ifdef NDEBUG
604         fix this_time = timer_get_fixed_seconds();
605         // if the timer wrapped:
606         if ( this_time < Multi_server_wait_start ) {
607                 Multi_server_wait_start = timer_get_fixed_seconds();
608                 return FALSE;
609         }
610         // check to see if timeout expired
611         this_time -= Multi_server_wait_start;
612         if ( this_time > MULTI_SERVER_WAIT_TIME ){
613                 return MULTI_SERVER_GONE;
614         }
615 #endif
616
617         return FALSE;
618 }
619
620 // function called by multiplayer clients to stop simulating when they have not heard from the server
621 // in a while.
622 void multi_client_check_server()
623 {
624         int rval;
625
626         Assert( MULTIPLAYER_CLIENT );   
627
628         // this function can get called while in the popup code below.  So we include this check as a
629         // reentrancy check.
630         if ( Multi_server_check_count )
631                 return;
632
633         // make sure we have a valid server
634         if(Netgame.server == NULL){
635                 return;
636         }
637
638         Multi_server_check_count++;
639         if(multi_client_server_dead()){
640                 Netgame.flags |= NG_FLAG_SERVER_LOST;
641         } else {
642                 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
643         }
644
645         if(Netgame.flags & NG_FLAG_SERVER_LOST) {
646                 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){    
647                         // need to start a popup
648                         Multi_server_wait_start = timer_get_fixed_seconds();
649                         rval = popup_till_condition( multi_client_wait_on_server, XSTR("Cancel",641), XSTR("Contact lost with server.  Stopping simulation until contact reestablished.  Press Cancel to exit game.",642) );
650                         
651                         if ( !rval || (rval == MULTI_SERVER_GONE) ) {                           
652                                 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);                                                              
653                         }
654                         Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
655                 }
656         }
657
658         Multi_server_check_count--;
659 }
660
661
662 // -------------------------------------------------------------------------------------------------
663 //      process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
664 //      Prelimiary verification of the magic number and checksum are done here.  
665 //
666
667 void process_packet_normal(ubyte* data, header *header_info)
668 {
669         switch ( data[0] ) {
670
671                 case JOIN:
672                         process_join_packet(data, header_info);
673                         break;
674
675                 case GAME_CHAT:
676                         process_game_chat_packet( data, header_info );
677                         break;
678
679                 case NOTIFY_NEW_PLAYER:
680                         process_new_player_packet(data, header_info);
681                         break;
682
683                 case HUD_MSG:
684                         process_hud_message(data, header_info);
685                         break;
686
687                 case MISSION_MESSAGE:
688                         process_mission_message_packet( data, header_info );
689                         break;
690
691                 case LEAVE_GAME:
692                         process_leave_game_packet(data, header_info);
693                         break;
694
695                 case GAME_QUERY:
696                         process_game_query(data, header_info);
697                         break;
698
699                 case GAME_ACTIVE:
700                         process_game_active_packet(data, header_info);
701                         break;
702
703                 case GAME_INFO:
704                         process_game_info_packet( data, header_info );
705                         break;          
706
707                 case SECONDARY_FIRED_AI:
708                         process_secondary_fired_packet(data, header_info, 0);
709                         break;          
710
711                 case SECONDARY_FIRED_PLR:
712                         process_secondary_fired_packet(data, header_info, 1);
713                         break;
714
715                 case COUNTERMEASURE_FIRED:
716                         process_countermeasure_fired_packet( data, header_info );
717                         break;          
718
719                 case FIRE_TURRET_WEAPON:
720                         process_turret_fired_packet( data, header_info );
721                         break;
722
723                 case GAME_UPDATE:
724                         process_netgame_update_packet( data, header_info );
725                         break;
726
727                 case UPDATE_DESCRIPT:
728                         process_netgame_descript_packet( data, header_info );
729                         break;
730
731                 case NETPLAYER_UPDATE:
732                         process_netplayer_update_packet( data, header_info );
733                         break;
734
735                 case ACCEPT :
736                         process_accept_packet(data, header_info);
737                         break;                          
738
739                 case OBJECT_UPDATE:
740                         multi_oo_process_update(data, header_info);
741                         break;
742
743                 case SHIP_KILL:
744                         process_ship_kill_packet( data, header_info );
745                         break;
746
747                 case WING_CREATE:
748                         process_wing_create_packet( data, header_info );
749                         break;
750                         
751                 case SHIP_CREATE:
752                         process_ship_create_packet( data, header_info );
753                         break;
754
755                 case SHIP_DEPART:
756                         process_ship_depart_packet( data, header_info );
757                         break;
758
759                 case MISSION_LOG_ENTRY:
760                         process_mission_log_packet( data, header_info );
761                         break;          
762
763                 case PING:
764                         process_ping_packet(data, header_info);
765                         break;
766
767                 case PONG:
768                         process_pong_packet(data, header_info);
769                         break;          
770
771                 case XFER_PACKET:
772                         Assert(header_info->id >= 0);
773                         int np_index;
774                         PSNET_SOCKET_RELIABLE sock;
775                         sock = INVALID_SOCKET;
776
777                         // if I'm the server of the game, find out who this came from                   
778                         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
779                                 np_index = find_player_id(header_info->id);
780                                 if(np_index >= 0){
781                                         sock = Net_players[np_index].reliable_socket;
782                                 }
783                         }
784                         // otherwise always use my own socket
785                         else if(Net_player != NULL){
786                                 sock = Net_player->reliable_socket;
787                         }
788                         
789                         header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
790                         break;
791
792                 case MISSION_REQUEST:
793                         process_mission_request_packet(data,header_info);
794                         break;
795
796                 case MISSION_ITEM:
797                         process_mission_item_packet(data,header_info);
798                         break;          
799
800                 case MULTI_PAUSE_REQUEST:
801                         process_multi_pause_packet(data, header_info);
802                         break;          
803
804                 case INGAME_NAK:
805                         process_ingame_nak(data, header_info);
806                         break;
807
808                 case SHIPS_INGAME_PACKET:
809                         process_ingame_ships_packet(data, header_info);
810                         break;
811
812                 case WINGS_INGAME_PACKET:
813                         process_ingame_wings_packet(data, header_info);
814                         break;
815
816                 case MISSION_END:
817                         process_endgame_packet(data, header_info);
818                         break;
819                 
820                 case OBSERVER_UPDATE:
821                         process_observer_update_packet(data, header_info);
822                         break;
823
824                 case NETPLAYER_SLOTS_P:
825                         process_netplayer_slot_packet(data, header_info);
826                         break;
827
828                 case SHIP_STATUS_CHANGE:
829                         process_ship_status_packet(data, header_info);
830                         break;
831
832                 case PLAYER_ORDER_PACKET:
833                         process_player_order_packet(data, header_info);
834                         break;
835
836                 case INGAME_SHIP_UPDATE:
837                         process_ingame_ship_update_packet(data, header_info);
838                         break;
839
840                 case INGAME_SHIP_REQUEST:
841                         process_ingame_ship_request_packet(data, header_info);
842                         break;
843                 
844                 case FILE_SIG_INFO:
845                         process_file_sig_packet(data, header_info);
846                         break;
847
848                 case RESPAWN_NOTICE:
849                         multi_respawn_process_packet(data,header_info);                 
850                         break;
851
852                 case SUBSYSTEM_DESTROYED:
853                         process_subsystem_destroyed_packet( data, header_info );
854                         break;
855
856                 case LOAD_MISSION_NOW :
857                         process_netplayer_load_packet(data, header_info);
858                         break;
859
860                 case FILE_SIG_REQUEST :
861                         process_file_sig_request(data, header_info);
862                         break;
863
864                 case JUMP_INTO_GAME:
865                         process_jump_into_mission_packet(data, header_info);
866                         break;          
867
868                 case CLIENT_REPAIR_INFO:
869                         process_repair_info_packet(data,header_info);
870                         break;
871
872                 case MISSION_SYNC_DATA:
873                         process_mission_sync_packet(data,header_info);
874                         break;
875
876                 case STORE_MISSION_STATS:
877                         process_store_stats_packet(data, header_info);
878                         break;
879
880                 case DEBRIS_UPDATE:
881                         process_debris_update_packet(data, header_info);
882                         break;          
883
884                 case SHIP_WSTATE_CHANGE:
885                         process_ship_weapon_change( data, header_info );
886                         break;
887
888                 case WSS_UPDATE_PACKET:
889                         process_wss_update_packet(data, header_info);
890                         break;
891
892                 case WSS_REQUEST_PACKET:
893                         process_wss_request_packet( data, header_info );
894                         break;  
895
896                 case FIRING_INFO:
897                         process_firing_info_packet( data, header_info );
898                         break;          
899
900                 case CARGO_REVEALED:
901                         process_cargo_revealed_packet( data, header_info);
902                         break;          
903
904                 case SUBSYS_CARGO_REVEALED:
905                         process_subsystem_cargo_revealed_packet( data, header_info);
906                         break;          
907
908                 case MISSION_GOAL_INFO:
909                         process_mission_goal_info_packet(data, header_info);
910                         break;
911
912                 case KICK_PLAYER:
913                         process_player_kick_packet(data, header_info);
914                         break;
915
916                 case PLAYER_SETTINGS:
917                         process_player_settings_packet(data, header_info);
918                         break;
919
920                 case DENY:
921                         process_deny_packet(data, header_info);
922                         break;
923
924                 case POST_SYNC_DATA:
925                         process_post_sync_data_packet(data, header_info);
926                         break;
927
928                 case WSS_SLOTS_DATA:
929                         process_wss_slots_data_packet(data,header_info);
930                         break;
931
932                 case SHIELD_EXPLOSION:
933                         process_shield_explosion_packet( data, header_info );
934                         break;
935
936                 case PLAYER_STATS:
937                         process_player_stats_block_packet(data, header_info);
938                         break;
939
940                 case SLOT_UPDATE:
941                         process_pslot_update_packet(data,header_info);
942                         break;
943
944                 case AI_INFO_UPDATE:
945                         process_ai_info_update_packet( data, header_info );
946                         break;          
947
948                 case CAMPAIGN_UPDATE :
949                         multi_campaign_process_update(data,header_info);
950                         break;
951
952                 case CAMPAIGN_UPDATE_INGAME:
953                         multi_campaign_process_ingame_start(data,header_info);
954                         break;
955
956                 case VOICE_PACKET :
957                         multi_voice_process_packet(data,header_info);
958                         break;
959
960                 case TEAM_UPDATE :
961                         multi_team_process_packet(data,header_info);
962                         break;
963
964                 case ASTEROID_INFO:
965                         process_asteroid_info(data, header_info);
966                         break;          
967
968                 case HOST_RESTR_QUERY:
969                         process_host_restr_packet(data, header_info);
970                         break;
971
972                 case OPTIONS_UPDATE:
973                         multi_options_process_packet(data,header_info);
974                         break;
975
976                 case SQUADMSG_PLAYER:
977                         multi_msg_process_squadmsg_packet(data,header_info);
978                         break;
979
980                 case NETGAME_END_ERROR:
981                         process_netgame_end_error_packet(data,header_info);
982                         break;
983
984                 case COUNTERMEASURE_SUCCESS:
985                         process_countermeasure_success_packet( data, header_info );
986                         break;
987
988                 case CLIENT_UPDATE:
989                         process_client_update_packet(data, header_info);
990                         break;
991
992                 case COUNTDOWN:
993                         process_countdown_packet(data, header_info);
994                         break;
995
996                 case DEBRIEF_INFO:
997                         process_debrief_info( data, header_info );
998                         break;
999
1000                 case ACCEPT_PLAYER_DATA:
1001                         process_accept_player_data( data, header_info );
1002                         break;                          
1003
1004                 case HOMING_WEAPON_UPDATE:
1005                         process_homing_weapon_info( data, header_info );
1006                         break;          
1007
1008                 case EMP_EFFECT:
1009                         process_emp_effect(data, header_info);
1010                         break;
1011
1012                 case REINFORCEMENT_AVAIL:
1013                         process_reinforcement_avail( data, header_info );
1014                         break;
1015
1016                 case CHANGE_IFF:
1017                         process_change_iff_packet(data, header_info);
1018                         break;
1019
1020                 case PRIMARY_FIRED_NEW:
1021                         process_NEW_primary_fired_packet(data, header_info);
1022                         break;
1023
1024                 case COUNTERMEASURE_NEW:
1025                         process_NEW_countermeasure_fired_packet(data, header_info);
1026                         break;
1027
1028                 case BEAM_FIRED:
1029                         process_beam_fired_packet(data, header_info);
1030                         break;          
1031                         
1032                 case SW_STD_QUERY:
1033                         process_sw_query_packet(data, header_info);
1034                         break;
1035
1036                 case EVENT_UPDATE:
1037                         process_event_update_packet(data, header_info);
1038                         break;
1039
1040                 case OBJECT_UPDATE_NEW:                 
1041                         multi_oo_process_update(data, header_info);
1042                         break;
1043
1044                 case WEAPON_DET:
1045                         process_weapon_detonate_packet(data, header_info);
1046                         break;
1047
1048                 case FLAK_FIRED:
1049                         process_flak_fired_packet(data, header_info);
1050                         break;
1051
1052                 case NETPLAYER_PAIN:
1053                         process_player_pain_packet(data, header_info);
1054                         break;
1055
1056                 case LIGHTNING_PACKET:
1057                         process_lightning_packet(data, header_info);
1058                         break;
1059
1060                 case BYTES_SENT:
1061                         process_bytes_recvd_packet(data, header_info);
1062                         break;
1063
1064                 case TRANSFER_HOST:
1065                         process_host_captain_change_packet(data, header_info);
1066                         break;
1067
1068                 case SELF_DESTRUCT:
1069                         process_self_destruct_packet(data, header_info);
1070                         break;
1071
1072                 default:
1073                         nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1074                         header_info->bytes_processed = 10000;
1075                         break;
1076
1077         } // end switch
1078 }
1079
1080
1081
1082 // Takes a bunch of messages, check them for validity,
1083 // and pass them to multi_process_data. 
1084 //  --------------------^
1085 // this should be process_packet() I think, or with the new code
1086 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1087 void multi_process_bigdata(ubyte *data, int len, net_addr *from_addr, int reliable)
1088 {
1089         int type, bytes_processed;
1090         int player_num;
1091         header header_info;
1092         ubyte *buf;     
1093
1094         // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1095         player_num = find_player(from_addr);            
1096
1097         // find the player who sent the message and mark the last_heard time for this player
1098         // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1099         if(player_num >= 0){
1100                 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1101         }
1102
1103         // store fields that were passed along in the message
1104         // store header information that was captured from the network-layer header
1105         memcpy(header_info.addr, from_addr->addr, 6);
1106         memcpy(header_info.net_id, from_addr->net_id, 4);
1107         header_info.port = from_addr->port;     
1108         if(player_num >= 0){
1109                 header_info.id = Net_players[player_num].player_id;
1110         } else {
1111                 header_info.id = -1;
1112         }   
1113
1114         bytes_processed = 0;
1115         while( (bytes_processed >= 0) && (bytes_processed < len) )  {
1116
1117       buf = &(data[bytes_processed]);
1118
1119       type = buf[0];
1120
1121                 // if its coming from an unknown source, there are only certain packets we will actually process
1122                 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1123                         return ;
1124                 }               
1125
1126                 if ( (type<0) || (type > MAX_TYPE_ID )) {
1127                         nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1128                         return;
1129                 }               
1130
1131                 // perform any special processing checks here           
1132                 process_packet_normal(buf,&header_info);
1133                  
1134                 // MWA -- magic number was removed from header on 8/4/97.  Replaced with bytes_processed
1135                 // variable which gets stuffed whenever a packet is processed.
1136                 bytes_processed += header_info.bytes_processed;
1137         }
1138
1139         // if this is not reliable data and we have a valid player
1140         if(Net_player != NULL){
1141                 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1142                         Net_player->cl_bytes_recvd += len;
1143                 }
1144         }
1145 }
1146
1147 // process all reliable socket details
1148 void multi_process_reliable_details()
1149 {
1150         int idx;
1151         int sock_status;
1152
1153         // run reliable sockets
1154 #ifdef PSNET2
1155         psnet_rel_work();
1156 #endif
1157         
1158         // server operations
1159         if ( MULTIPLAYER_MASTER ){
1160                 // listen for new reliable socket connections
1161                 multi_check_listen();           
1162
1163                 // check for any broken sockets and delete any players
1164                 for(idx=0; idx<MAX_PLAYERS; idx++){
1165                         // players who _should_ be validly connected
1166                         if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){                            
1167                                 // if this guy's socket is broken or disconnected, kill him
1168                                 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1169                                 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1170                                         ml_string("Shutting down rel socket because of disconnect!");
1171                                         delete_player(idx);
1172                                 }
1173
1174                                 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1175                                 if(Net_players[idx].s_info.reliable_connect_time != -1){
1176                                         // if he's connected
1177                                         if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1178                                                 Net_players[idx].s_info.reliable_connect_time = -1;
1179                                         } 
1180                                         // if he's timed out
1181                                         else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1182                                                 ml_string("Player timed out while connecting on reliable socket!");
1183                                                 delete_player(idx);
1184                                         }
1185                                 }                       
1186                         }
1187                 }
1188         }       
1189         // clients should detect broken sockets
1190         else {
1191                 extern unsigned int Serverconn;
1192                 if(Serverconn != 0xffffffff){
1193                         int status = psnet_rel_get_status(Serverconn);
1194                         if(status == RNF_BROKEN){
1195                                 mprintf(("CLIENT SOCKET DISCONNECTED"));
1196
1197                                 // quit the game
1198                                 if(!multi_endgame_ending()){
1199                                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1200                                 }
1201                         }
1202                 }
1203         }
1204 }
1205
1206 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1207 // the data to process_big_data
1208 void multi_process_incoming()
1209 {
1210         int size;
1211         ubyte *data, *savep;
1212         net_addr from_addr;     
1213
1214         Assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1215         savep = net_buffer[Multi_read_count];
1216
1217         Multi_read_count++;
1218
1219         data = savep;
1220
1221         // get the other net players data
1222         while( (size = psnet_get(data, &from_addr))>0 ) {
1223                 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1224                 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1225                         //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1226                 } 
1227                 // otherwise process incoming data normally
1228                 else {
1229                         multi_process_bigdata(data, size, &from_addr, 0);
1230                 }
1231         } // end while
1232
1233         // read reliable sockets for data
1234         data = savep;
1235         int idx;
1236
1237         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1238                 for (idx=0;idx<MAX_PLAYERS;idx++) {
1239                         if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1240                                 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1241                                         multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1242                                 }
1243                         }
1244                 }
1245         } else {
1246                 // if I'm not the master of the game, read reliable data from my connection with the server
1247                 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1248                         while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){                           
1249                                 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1250                         }
1251                 }
1252         }
1253                 
1254         Multi_read_count--;
1255 }
1256
1257 // -------------------------------------------------------------------------------------------------
1258 //      multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1259 // the player data to all the other net players.
1260 //
1261 //
1262
1263 int eye_tog = 1;
1264 DCF(eye_tog, "")
1265 {
1266         eye_tog = !eye_tog;
1267         if(eye_tog){
1268                 dc_printf("proper eye stuff on\n");
1269         } else {
1270                 dc_printf("proper eye stuff off\n");
1271         }
1272 }
1273
1274 void multi_do_frame()
1275 {       
1276         PSNET_TOP_LAYER_PROCESS();
1277
1278         // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1279         // function calls
1280         if((Net_player != NULL) && eye_tog){
1281                 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1282         }
1283
1284         // send all buffered packets from the previous frame
1285         multi_io_send_buffered_packets();
1286
1287         // datarate tracking
1288         multi_rate_process();
1289
1290         // always process any pending endgame details
1291         multi_endgame_process();                
1292
1293         // process all reliable socket details, including :
1294         // 1.) Listening for new pending reliable connections (server)
1295         // 2.) Checking for broken sockets (server/client)
1296         // 3.) Checking for clients who haven't fully connected
1297         multi_process_reliable_details();       
1298
1299         // get the other net players data
1300         multi_process_incoming();               
1301
1302         // process object update datarate stuff (for clients and server both)
1303         multi_oo_rate_process();
1304
1305         // clients should check when last time they heard from sever was -- if too long, then
1306         // pause the simulation so wait for it to possibly come back
1307         if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1308                 multi_client_check_server();
1309         }
1310
1311         // everybody pings all the time 
1312         if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1313                 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1314                         send_netplayer_update_packet();
1315                 }
1316                 
1317                 // ping everyone
1318                 multi_ping_send_all();
1319                 Next_ping_time = time(NULL);            
1320         }       
1321         
1322         // if I am the master, and we are not yet actually playing the mission, send off netgame
1323         // status to all other players in the game.  If I am not the master of the game, and we
1324         // are not in the game, then send out my netplayer status to the host
1325         if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){     
1326                 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {                     
1327                         if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1328                                 send_netgame_update_packet();                           
1329                                 
1330                                 Netgame_send_time = time(NULL);
1331                         }               
1332                 } else {
1333                         if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1334                                 // observers shouldn't send an update state packet
1335                                 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1336                                         send_netplayer_update_packet();
1337                                 }                               
1338                                 
1339                                 State_send_time = time(NULL);
1340                         }
1341                 }
1342         }
1343         else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {       
1344                 // if I am connected and am in the mission, do things that need to be done on a regular basis
1345                 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1346                         if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1347                                 send_game_info_packet();
1348                                 
1349                                 Gameinfo_send_time = time(NULL);
1350                         }
1351                         
1352                         // for any potential respawns
1353                         multi_respawn_handle_invul_players();
1354                         multi_respawn_check_ai();
1355
1356                         // for any potential ingame joiners
1357                         multi_handle_ingame_joiners();
1358                 } else {
1359                         // the clients need to do some processing of stuff as well                      
1360                 }
1361         }
1362
1363         // check to see if we're waiting on confirmation for a restricted ingame join
1364         if(Multi_restr_query_timestamp != -1){
1365                 // if it has elapsed, unset the ingame join flag
1366                 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1367                         Multi_restr_query_timestamp = -1;
1368                         Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);             
1369                 }       
1370         }
1371
1372         // while in the mission, send my PlayerControls to the host so that he can process
1373         // my movement
1374         if ( Game_mode & GM_IN_MISSION ) {
1375                 // tickers
1376                 extern void oo_update_time();
1377                 oo_update_time();
1378
1379
1380                 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){                                    
1381                         if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1382                                 // if the rate limiting system says its ok
1383                                 if(multi_oo_cirate_can_send()){
1384                                         // send my observer position/object update
1385                                         send_observer_update_packet();
1386                                 }
1387                         } else if ( !(Player_ship->flags & SF_DEPARTING ) ){                            
1388                                 // if the rate limiting system says its ok
1389                                 if(multi_oo_cirate_can_send()){
1390                                         // use the new method
1391                                         multi_oo_send_control_info();
1392                                 }                               
1393                         }
1394
1395                         // bytes received info
1396                         if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1397                                 if(Net_player != NULL){
1398                                         send_bytes_recvd_packet(Net_player);
1399
1400                                         // reset bytes recvd
1401                                         Net_player->cl_bytes_recvd = 0;
1402                                 }
1403
1404                                 // reset timestamp
1405                                 Next_bytes_time = time(NULL);                           
1406                         }
1407                 } else {                        
1408                         // sending new objects from here is dependent on having objects only created after
1409                         // the game is done moving the objects.  I think that I can enforce this.                               
1410                         multi_oo_process();                     
1411
1412                         // evaluate whether the time limit has been reached or max kills has been reached
1413                         // Commented out by Sandeep 4/12/98, was causing problems with testing.
1414                         if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1415                                  multi_kill_limit_reached() ) {
1416
1417                                 // make sure we don't do this more than once
1418                                 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){                             
1419                                         multi_handle_end_mission_request();                                                                     
1420                                 }
1421                         }                       
1422                 }                       
1423         }
1424
1425         // periodically send a client update packet to all clients
1426         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1427                 int idx;
1428                 for(idx=0;idx<MAX_PLAYERS;idx++){
1429                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1430                                 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1431                                         
1432                                         send_client_update_packet(&Net_players[idx]);
1433                                         
1434                                         Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1435                                 }
1436                         }
1437                 }
1438         }       
1439
1440         // process any kicked player details
1441         multi_kick_process();
1442
1443         // do any file xfer details
1444         multi_xfer_do();
1445
1446         // process any player data details (wav files, pilot pics, etc)
1447         multi_data_do();
1448
1449         // do any voice details
1450         multi_voice_process();
1451
1452         // process any player messaging details
1453         multi_msg_process();            
1454         
1455         // if on the standalone, do any gui stuff
1456         if(Game_mode & GM_STANDALONE_SERVER){
1457                 std_do_gui_frame();
1458         }       
1459
1460         // dogfight nonstandalone players should recalc the escort list every frame
1461         if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1462                 hud_setup_escort_list(0);
1463         }
1464 }
1465
1466 // -------------------------------------------------------------------------------------------------
1467 //      multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1468 // the player data to all the other net players when the multiplayer game is paused. It only will do 
1469 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1470 //
1471
1472 void multi_pause_do_frame()
1473 {
1474         PSNET_TOP_LAYER_PROCESS();
1475
1476         // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1477         // function calls
1478         // if((Net_player != NULL) && eye_tog){
1479                 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1480         // }
1481
1482         // send all buffered packets from the previous frame
1483         multi_io_send_buffered_packets();
1484
1485         // always process any pending endgame details
1486         multi_endgame_process();                
1487
1488         // process all reliable socket details, including :
1489         // 1.) Listening for new pending reliable connections (server)
1490         // 2.) Checking for broken sockets (server/client)
1491         // 3.) Checking for clients who haven't fully connected
1492         multi_process_reliable_details();       
1493
1494         // these timestamps and handlers shoul be evaluated in the pause state
1495         if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1496                 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1497                         send_game_info_packet();
1498                         
1499                         Gameinfo_send_time = time(NULL);
1500                 }                               
1501         }
1502
1503         // everybody pings all the time
1504         if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1505                 multi_ping_send_all();
1506                 
1507                 Next_ping_time = time(NULL);
1508         }
1509
1510         // periodically send a client update packet to all clients
1511         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1512                 int idx;
1513
1514                 for(idx=0;idx<MAX_PLAYERS;idx++){
1515                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){                     
1516                                 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1517                                         
1518                                         send_client_update_packet(&Net_players[idx]);
1519                                         
1520                                         Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1521                                 }
1522                         }                               
1523                 }
1524
1525                 // for any potential ingame joiners
1526                 multi_handle_ingame_joiners();
1527         }       
1528
1529         // do any file xfer details
1530         multi_xfer_do();
1531
1532         // process any player data details (wav files, pilot pics, etc)
1533         multi_data_do();
1534
1535         // get the other net players data
1536         multi_process_incoming();       
1537
1538         // do any voice details
1539         multi_voice_process();
1540
1541         // process any player messaging details
1542         multi_msg_process();
1543
1544         // process any kicked player details
1545         multi_kick_process();
1546
1547         // process any pending endgame details
1548         multi_endgame_process();
1549
1550         // process object update stuff (for clients and server both)
1551         if(MULTIPLAYER_MASTER){
1552                 multi_oo_process();
1553         }
1554
1555         // if on the standalone, do any gui stuff
1556         if(Game_mode & GM_STANDALONE_SERVER){
1557                 std_do_gui_frame();
1558         }
1559 }
1560
1561
1562 // --------------------------------------------------------------------------------
1563 // standalone_main_init()  the standalone equivalent of the main menu
1564 //
1565
1566 extern int sock_inited;
1567 float frame_time = (float)1.0/(float)30.0;
1568
1569 void standalone_main_init()
1570 {
1571    std_debug_set_standalone_state_string("Main Init");   
1572
1573         Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);    
1574
1575         // NETLOG
1576         ml_string(NOX("Standalone server initializing"));
1577
1578         // read in config file
1579         // multi_options_read_config();   
1580
1581         // if we failed to startup on our desired protocol, fail        
1582         if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){                                               
1583                 MessageBox((HWND)os_get_window(), XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402), "Error", MB_OK);
1584                 exit(1);
1585         } 
1586         if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){               
1587                 MessageBox((HWND)os_get_window(), XSTR("You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362), "Error", MB_OK);
1588                 exit(1);
1589         }
1590         
1591         // set the protocol
1592 #ifdef MULTIPLAYER_BETA_BUILD
1593         Multi_options_g.protocol = NET_TCP;
1594         psnet_use_protocol(Multi_options_g.protocol);   
1595
1596         ADDRESS_LENGTH = IP_ADDRESS_LENGTH;             
1597         PORT_LENGTH = IP_PORT_LENGTH;                   
1598 #else
1599         psnet_use_protocol(Multi_options_g.protocol);
1600         switch (Multi_options_g.protocol) {
1601         case NET_IPX:
1602                 ADDRESS_LENGTH = IPX_ADDRESS_LENGTH;
1603                 PORT_LENGTH = IPX_PORT_LENGTH;
1604                 break;
1605
1606         case NET_TCP:
1607                 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;             
1608                 PORT_LENGTH = IP_PORT_LENGTH;                   
1609                 break;
1610
1611         default:
1612                 Int3();
1613         } // end switch
1614 #endif
1615
1616         HEADER_LENGTH = 1;              
1617         
1618         // clear out the Netgame structure and start filling in the values
1619         // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1620         memset( &Netgame, 0, sizeof(Netgame) ); 
1621         Netgame.game_state = NETGAME_STATE_FORMING;             // game is currently starting up
1622         Netgame.security = 0;
1623         Netgame.server_addr = Psnet_my_addr;
1624
1625         memset(&The_mission,0,sizeof(The_mission));
1626                 
1627         // reinitialize all systems     
1628         multi_level_init();     
1629
1630         // intialize endgame stuff
1631         multi_endgame_init();
1632
1633         // clear the file xfer system
1634         multi_xfer_reset();
1635         multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1636
1637         // reset timer
1638         timestamp_reset();
1639
1640         // setup the netplayer for the standalone
1641         Net_player = &Net_players[0];   
1642         Net_player->tracker_player_id = -1;
1643         Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1644         Net_player->state = NETPLAYER_STATE_WAITING;
1645         Net_player->player = Player;
1646         strcpy(Player->callsign, "server");
1647         Net_player->p_info.addr = Psnet_my_addr;
1648         Net_player->s_info.xfer_handle = -1;    
1649         Net_player->player_id = multi_get_new_id();     
1650         Netgame.server = Net_player; 
1651
1652         // maybe flag the game as having a hacked ships.tbl
1653         if(!Game_ships_tbl_valid){
1654                 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1655         }
1656         // maybe flag the game as having a hacked weapons.tbl
1657         if(!Game_weapons_tbl_valid){
1658                 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1659         }
1660
1661         // hacked data
1662         if(game_hacked_data()){
1663                 Net_player->flags |= NETINFO_FLAG_HAXOR;
1664         }
1665
1666         // setup debug flags
1667         Netgame.debug_flags = 0;
1668         /*
1669         if(!Cmdline_server_firing){
1670                 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1671         }
1672         if(!Cmdline_client_dodamage){
1673                 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1674         }
1675         */
1676
1677         // setup the default game name for the standalone
1678         std_connect_set_gamename(NULL);
1679
1680         // set netgame default options
1681         multi_options_set_netgame_defaults(&Netgame.options);
1682
1683         // set local netplayer default options
1684         multi_options_set_local_defaults(&Net_player->p_info.options);
1685
1686         // set our object update level from the standalone default      
1687         Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1688         switch(Net_player->p_info.options.obj_update_level){
1689         case OBJ_UPDATE_LOW:
1690                 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1691                 break;
1692         case OBJ_UPDATE_MEDIUM:
1693                 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1694                 break;
1695         case OBJ_UPDATE_HIGH:
1696                 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1697                 break;
1698         case OBJ_UPDATE_LAN:
1699                 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1700                 break;
1701         }
1702         
1703         // clear out various things
1704         psnet_flush();
1705         game_flush();
1706         ship_init();
1707
1708         std_debug_set_standalone_state_string("Main Do");
1709         std_set_standalone_fps((float)0);
1710         std_multi_set_standalone_missiontime((float)0);
1711
1712         // load my missions and campaigns
1713         multi_create_list_load_missions();
1714         multi_create_list_load_campaigns();
1715
1716         // if this is a tracker game, validate missions
1717         if(MULTI_IS_TRACKER_GAME){
1718                 multi_update_valid_missions();
1719         }
1720 }
1721
1722
1723 // --------------------------------------------------------------------------------
1724 // standalone_main_do()
1725 //
1726
1727 // DESCRIPTION : the standalone server will wait in this state until the host of the game 
1728 //               is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1729 //               doing everything and wants to play the game. Once this happens, we will jump
1730 //               into GS_STATE_MULTI_SERVER_WAIT
1731
1732 void standalone_main_do()
1733 {
1734    Sleep(10);  // since nothing will really be going on here, we can afford to give some time
1735                // back to the operating system.
1736
1737         // kind of a do-nothing spin state.
1738         // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1739         // attempts to start a game
1740 }
1741
1742 // --------------------------------------------------------------------------------
1743 // standalone_main_close()
1744 //
1745
1746 void standalone_main_close()
1747 {
1748    std_debug_set_standalone_state_string("Main Close"); 
1749 }
1750
1751 void multi_standalone_reset_all()
1752 {       
1753         int idx;
1754
1755         // NETLOG
1756         ml_string(NOX("Standalone resetting"));
1757         
1758         // shut all game stuff down
1759         game_level_close();
1760
1761         // reinitialize the gui
1762         std_reset_standalone_gui();     
1763
1764         // close down all sockets
1765         for(idx=0;idx<MAX_PLAYERS;idx++){
1766
1767                 // 6/25/98 -- MWA -- call delete_player here to remove the player.  This closes down the socket
1768                 // and marks the player as not connected anymore.  It is probably cleaner to do this.
1769                 if ( &Net_players[idx] != Net_player ) {
1770                         delete_player( idx );
1771                 }               
1772         }
1773                 
1774         // make sure we go to the proper state. 
1775         if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1776                 standalone_main_init();
1777         }
1778         gameseq_post_event(GS_EVENT_STANDALONE_MAIN);   
1779 }
1780
1781 // --------------------------------------------------------------------------------
1782 // multi_server_wait_init()  do stuff like setting the status bits correctly
1783 //
1784
1785 void multi_standalone_wait_init()
1786 {       
1787         std_debug_set_standalone_state_string("Wait Do");
1788         std_multi_add_goals();   // fill in the goals for the mission into the tree view
1789         multi_reset_timestamps();
1790
1791         // create the bogus standalone object
1792         multi_create_standalone_object();
1793 }
1794
1795
1796 // --------------------------------------------------------------------------------
1797 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1798 // 
1799
1800 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1801 //               to be finished and ready to go, at which point, we will will tell everyone
1802 //               to enter the game, and we will start simulating ourselves. Note that most of
1803 //               this code is lifted from multi_wait_do_frame()
1804 void multi_standalone_wait_do()
1805 {
1806 }
1807
1808 // --------------------------------------------------------------------------------
1809 // multi_server_wait_close() cleanup
1810 //
1811
1812 void multi_standalone_wait_close()
1813 {
1814         std_debug_set_standalone_state_string("Wait Close / Game Play");
1815         
1816         // all players should reset sequencing
1817         int idx;
1818         for(idx=0;idx<MAX_PLAYERS;idx++){
1819                 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1820                         Net_players[idx].client_cinfo_seq = 0;
1821                         Net_players[idx].client_server_seq = 0; 
1822                 }
1823         }
1824 }
1825
1826
1827 // this is an artificial state which will push the standalone into the main state without it having to go through 
1828 // the init function (which would disconnect everyone and generally just screw things up)
1829 // it will also eventually do tracker stats update
1830 extern int Multi_debrief_server_framecount;
1831 void multi_standalone_postgame_init()   
1832 {
1833         std_debug_set_standalone_state_string("Postgame / Send Stats");
1834
1835         // NETLOG
1836         ml_string(NOX("Standlone entering postgame"));
1837
1838         mission_goal_fail_incomplete();
1839
1840         // handle campaign stuff
1841         if ( Game_mode & GM_CAMPAIGN_MODE ) {
1842                 // MUST store goals and events first - may be used to evaluate next mission
1843                 // store goals and events
1844                 mission_campaign_store_goals_and_events();
1845
1846                 // evaluate next mission
1847                 mission_campaign_eval_next_mission();
1848         }       
1849
1850         // always set my state to be "DEBRIEF_ACCEPT"
1851         Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;     
1852
1853         // mark stats as not being store yet
1854         Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1855
1856         Multi_debrief_server_framecount = 0;
1857
1858         // reset network timestamps
1859         multi_reset_timestamps();
1860 }
1861
1862 void multi_standalone_postgame_do()
1863 {
1864         // wait until everyone is in the debriefing
1865         if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){           
1866                 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1867                 send_netgame_update_packet();
1868                 debrief_multi_server_stuff();
1869         }
1870         
1871         // process server debriefing details
1872         if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1873                 multi_debrief_server_process();
1874         }
1875 }
1876
1877 void multi_standalone_postgame_close()
1878 {
1879 }
1880
1881 void multi_reset_timestamps()
1882 {
1883         int i;
1884
1885         for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1886                 Multi_client_update_times[i] = -1;
1887         }
1888         Netgame_send_time = -1;
1889         Gameinfo_send_time = -1;        
1890         Next_ping_time = -1;
1891         State_send_time = -1;
1892         Next_bytes_time = -1;
1893
1894         chatbox_reset_timestamps();
1895
1896         // do for all players so that ingame joiners work properly.
1897         for (i = 0; i < MAX_PLAYERS; i++ ) {
1898                 Players[i].update_dumbfire_time = timestamp(0);
1899                 Players[i].update_lock_time = timestamp(0);
1900
1901                 Net_players[i].s_info.voice_token_timestamp = -1;
1902         }
1903
1904         // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1905         std_reset_timestamps();
1906
1907         // initialize all object update timestamps
1908         multi_oo_gameplay_init();
1909 }
1910
1911 // netgame debug flags for debug console stuff
1912 DCF(netd, "change/list netgame debug flags")
1913 {
1914         dc_get_arg(ARG_INT);
1915         
1916         // if we got an integer, and we're the server, change flags
1917         if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1918                 Netgame.debug_flags ^= (1<<Dc_arg_int);
1919         }
1920
1921         // display network flags
1922         dc_printf("BITS\n");
1923         // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1924         // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1925 }
1926
1927 // display any multiplayer/networking information here
1928 void multi_display_netinfo()
1929 {
1930         int sx = gr_screen.max_w - 200;
1931         int sy = 20;
1932         int idx;
1933
1934         // not multiplayer
1935         if(!(Game_mode & GM_MULTIPLAYER)){
1936                 return;
1937         }
1938
1939         gr_set_color_fast(&Color_normal);
1940
1941         // server or client
1942         if(MULTIPLAYER_MASTER){
1943                 gr_string(sx, sy, "SERVER"); sy += 10;
1944
1945                 for(idx=0; idx<MAX_PLAYERS; idx++){
1946                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1947                                 if(Net_players[idx].sv_last_pl < 0){
1948                                         gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1949                                 } else {
1950                                         gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, Net_players[idx].sv_last_pl); sy += 10;
1951                                 }
1952                         }
1953                 }
1954         } else {
1955                 gr_string(sx, sy, "CLIENT"); sy += 10;
1956
1957                 // display PL
1958                 if(Net_player != NULL){
1959                         if(Net_player->cl_last_pl < 0){
1960                                 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0); sy += 10;
1961                         } else {
1962                                 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl); sy += 10;
1963                         }
1964                 }
1965         }
1966 }